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Question by Zetsaika · Sep 03, 2011 at 02:54 AM · inputkeymanager

Problem with Custom Input Manager

I'ves managed to do pretty much everything. The only problem i am having is with the interface code.

I want to the player click on an object, that represents an key, and then press the new key they want to asign. But with the code i have right now when i click the object the code return the click as the key i want to assign. What should i do to correct it?

Here is the code: http://nopaste.info/e4aeb9882e.html

Thanks in advance

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avatar image Waz · Sep 03, 2011 at 03:02 AM 0
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Did you consider this first? You could even improve it (I don't think much of the identifier convention, and there are quite a few spelling errors that make it feel unprofessional.

avatar image Zetsaika · Sep 03, 2011 at 03:09 AM 0
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I based $$anonymous$$e on it. The code now is fine for what i want, i just need to solve the problem above. Thanks.

avatar image Waz · Sep 03, 2011 at 10:10 PM 0
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You question is as hard to understand as your code. From your code, we are supposed to just work out by our super awesome intuition a whole pile of stuff that you just couldn't be bothered writing in your question. Like it seems you have objects on the screen named "0", "1", "2",... etc. Is that correct? Or is that the bug? How would we know?

avatar image Zetsaika · Sep 03, 2011 at 10:22 PM 0
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Yes there are the 0, 1 ,2 and etc objects on scene. As i stated: Everythign works. Except when i click the object and it already computes $$anonymous$$ouse0 as the new key.

avatar image Waz · Sep 03, 2011 at 10:55 PM 0
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Well, that what a pretty vital detail left out of your question.

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Answer by Waz · Sep 03, 2011 at 10:54 PM

You need to check that Event.current.type is a key down event.

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